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create_attribute_set_blueprint

Create an empty UAttributeSet Blueprint at a package path, compiled and saved for GAS attributes. Returns existing assets untouched or errors on class mismatch; refused during PIE.

Instructions

Create an empty Blueprint parented to UAttributeSet at package_path/name, compile and save it; returns asset_path and is_attribute_set. An AttributeSet Blueprint already there is returned untouched (created false, already_existed true); a Blueprint of another class there is an error. To add attributes use add_attribute_to_set, or create_attribute_set_asset in one call. Refused during PIE.

Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_attribute_set: bool, already_existed: bool, created: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesAsset name without a path, e.g. "AS_Character".
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
package_pathNoContent folder for the new asset, e.g. "/Game/GAS/Attributes"; defaults to /Game/Blueprints.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / name / description
      Previous value: -"Asset name, e.g. AS_Character"New value: +"Asset name without a path, e.g. \"AS_Character\"."
    • changedInput schema / properties / package_path / description
      Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Attributes\"; defaults to /Game/Blueprints."
  2. First observedv1.1.0

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations: it discloses idempotent-like collision behavior (existing AttributeSet Blueprint returned untouched with created=false/already_existed=true), an error condition (a Blueprint of another class at that path), the compile-and-save side effects, and a PIE refusal with a hint at the underlying risk. Annotations only cover readOnly/destructive/idempotent flags.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the core action and follows with branching behavior, alternatives, and a return shape. Dense and mostly waste-free, though the opening 'returns asset_path and is_attribute_set' is slightly redundant with the full Returns block that follows.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, and the description compensates by enumerating the full return object (name, asset_path, parent_class, generated_class, is_attribute_set, already_existed, created). Combined with the collision and PIE behavior, an agent has everything needed to call and interpret this tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so name and package_path semantics (asset name without path, content folder default) are already fully documented in the schema. The description only echoes 'package_path/name' and does not clarify the force flag, which the schema documents at length. Baseline 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource with full scope: creates an EMPTY Blueprint parented to UAttributeSet at package_path/name, then compiles and saves it. It explicitly distinguishes itself from the two closest siblings (add_attribute_to_set and create_attribute_set_asset), so an agent can pick correctly without opening a schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives explicit routing to alternatives: 'To add attributes use add_attribute_to_set, or create_attribute_set_asset in one call.' It also states the PIE precondition for use. When-to-use, when-to-use-something-else, and when-not-at-all are all covered.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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